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Potato's Custom MvM Servers potatomvm
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All Discussions > Map Submissions > Topic Details
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Electric Avenue
  • Map version uploaded to server?: rc3

  • Gatebot?: No

  • Death Pits?: Yes

  • Custom mission or placeholder?: placeholder

  • Full list of contributors:
    • Myself - Layout
    • Madminermonkey - Detailing/Artpass

  • Anything else you'd like to tell us about the map?: Spam seems particularly volatile on this map sometimes, and should likely be avoided even more so than other maps.
Last edited by Braindawg; 3 Dec, 2022 @ 7:12pm
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Showing 1-3 of 3 comments
DaMno 23 Jan, 2023 @ 12:11pm 
Demo:
https://testing.potato.tf/demos/mvm_electricavenue_rc3_adv_dueling_dams-1674485517.zip
https://testing.potato.tf/demos/mvm_electricavenue_rc3_adv_riparian_rock-1674487041.zip

No strike

Gameplay:

  • Map is very short and cramped, the mission we were using to playtest it on, did not really compensate how awfully small/tight the layout is. Every rocket or roller always hit its target no matter what. My suggestion would be to widen the map.

  • The ramp that bots use is the only path they can use, making every bot go into this one very big choke point that is extremely easy to hold.
    Front plays awfully because of that, its either you hold the ramp with ease or get to hatch hold instantly. It's pretty much unsalvagable and needs to be redone.

  • We didnt really get to see the usage of flank left spawn which was really unfortunate or just weird to do when making a mission for a map to be tested on.

    [8]Map doesnt have much cover anywhere, scout, spy, pyro and to some extend heavy has very tough time to play here, think yourself as a pyro or spy attacking a giant heavy from behind, where can you go? where can you hide?

  • There are 2 big pits near each other that are very easy to abuse by players, there's that one on the back with a grinder that doesnt really have a effective use. Consider removing the grinder pit and rebalancing the other 2 pits.

  • Try to test your map as often as you can, feel free to ping judge/trusted role for more detailed feedback, dont be afraid of asking for tips or suggestions on #mapping channel on discord

Design:

    https://i.imgur.com/bqSeDF9.jpg
  • Weird looking lighting makes this bridge look strange, you might want to use a lighting origin for them all to get more 'consistent' lighting

    https://i.imgur.com/Kqlbau3.jpg
  • Displacement seams seen on both left and right cliffs

    https://i.imgur.com/VV7Lyec.jpg
  • This wall doesn't transition well at all between the three textures it uses here, the ramp has a bit of the same going here

    https://i.imgur.com/YfuT1gU.jpg
  • Same deal as the Upgrade Station wall, the wall doesn't transition very well so it sticks out (could be lighting issue?)

    https://i.imgur.com/duTJGWZ.jpg
  • This is not how bricks work, looks really weird!

    https://i.imgur.com/SFTpCiE.jpg
  • The back of this area looks very unfinished for a rc3, you tried to hide it with the van but it's still pretty easily seen!

    https://imgur.com/4lcKH1h
    https://imgur.com/uQpe32v
  • Kits here are barely seen, try placing them in the area circled on the screenshot below
    https://imgur.com/RTVKqla

  • The water could be changed into something less muddy as it would look preferably nicer, my suggestion would be water_underworld2

  • Water in the middle pit has scale set too high, the ripple effect looks very bad on highly scaled water, try using 0.25 or 0.50 on the texture

    https://imgur.com/fyWY0Oz
  • While taking a deeper look at the map i noticed that everything is being drawn at once anywhere on the map, this is because there is a big lack of area portals, hints and skips, this might result in lower frame rate.

    https://imgur.com/WchWPVv
  • Make sure displacements are not hollow to make hints and skips work, fill them with no draw boxes accordingly to the size of the displacement

    https://imgur.com/ELXB7z0
  • Disable Shadows on every prop_static to disable buggy shadows and situations like this one on the screenshot, it also helps with compile times and might have an impact on performance

    https://imgur.com/TsfHHKS
  • No draw invisible brush faces to players to boost the performance and reduce GPU load for example brushes on this screen

    https://imgur.com/Upb4dyS
  • Another thing is the skybox shape, be aware that the most primitive shape of a skybox is a six-sided box completely enveloping the entire map, this will have a big impact on performance, compile times, and will basically create more problems than it solves. Try to avoid that shape at all cost. 3D skybox is also extremely big, 5000x5000 hu of black trees and cheap water is not worth the performance impact, try to lower the 3Dskybox size significantly and replace the trees with mannworks skybox texture, it basically does the same job you are aiming to.

  • Rectangle shaped skybox is very inefficient, try closing off some gaps like comparison here
    Instead of this - https://imgur.com/7ZYVA9B
    Do this - https://imgur.com/Jg2qq5S

All of those should help with permormance and compiling times
Last edited by DaMno; 23 Jan, 2023 @ 1:17pm
Conga Dispenser 23 Jan, 2023 @ 1:04pm 
Noted the layout stuff, I'll try and make a mission specifically for the map so many of the problems may be compensated for in some way. Some problems are likely to persist but it's likely best to see what cannot be accounted for via missions.
DaMno 23 Jan, 2023 @ 1:15pm 
you could use valve's mission named ctrl+alt destruction and test with 4 people, try to use the flank spawn too
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All Discussions > Map Submissions > Topic Details
Date Posted: 3 Dec, 2022 @ 7:50am
Posts: 3